WCOUILLARD'S PROFILE
Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.
A faithful recreation of popular Final Fantasy systems blended into a single game.
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Enhanced Battle Commands
Retort is the only skill that only lasts until the end of the current battle turn. The others, like Protect and Hiss last several turns, like a normal status effect. Three turns, four, etc. (whatever it may be).
The point brought up about Protect being specific to a selected target makes a lot of sense, though. It should be noted, though, that Rand can inflict his "Protecting" state on more than one ally at a time since it lasts for more than just one battle turn. If he's leading the party in a defensive formation, for example, he can basically take all physical hits by using three turns to select his allies. I do agree, though, it'd be simpler and more efficient if he just protected the party from the next physical attack. I will definitely bring that one up.
Interesting idea on having stats alter the success rate of Hiss. I will also address that.
One other thing about Retort that you guys may not have taken into consideration, though: let's say Jean is in the lead in a defensive formation, and activates Retort. Bow then casts Def-Up on Jean to help him absorb physical damage (if needed, of course). Three enemies physically target Jean (not uncommon in Breath of Fire II, enemies didn't exactly have complex battle patterns, although they will be smarter this time around). Jean will counter ALL of those attacks, with a high probability to critical hit on each one. I think Retort is useful as it currently is, although I will bring up any ideas suggested.
Since we're on the subject of making these new commands more efficient without being broken... I would assume it'd be better if Flora were able to be applied to another party member instead of just being applied to Spar? I will also suggest this.
The point brought up about Protect being specific to a selected target makes a lot of sense, though. It should be noted, though, that Rand can inflict his "Protecting" state on more than one ally at a time since it lasts for more than just one battle turn. If he's leading the party in a defensive formation, for example, he can basically take all physical hits by using three turns to select his allies. I do agree, though, it'd be simpler and more efficient if he just protected the party from the next physical attack. I will definitely bring that one up.
Interesting idea on having stats alter the success rate of Hiss. I will also address that.
One other thing about Retort that you guys may not have taken into consideration, though: let's say Jean is in the lead in a defensive formation, and activates Retort. Bow then casts Def-Up on Jean to help him absorb physical damage (if needed, of course). Three enemies physically target Jean (not uncommon in Breath of Fire II, enemies didn't exactly have complex battle patterns, although they will be smarter this time around). Jean will counter ALL of those attacks, with a high probability to critical hit on each one. I think Retort is useful as it currently is, although I will bring up any ideas suggested.
Since we're on the subject of making these new commands more efficient without being broken... I would assume it'd be better if Flora were able to be applied to another party member instead of just being applied to Spar? I will also suggest this.
Enhanced Battle Commands
I wouldn't count on an imminent release. The first demo, as I understand it, will take the player from the beginning of the game all the way through to SimaFort, so there's still a lot of work to be done. The latest build that I have is complete up until Capitan, so that leaves the Cursed Woods, Nimufu's Tower, the Wildcat Club, and SimaFort left to be mapped and evented.
Personally speaking, I don't think the actual eventing isn't going to take that long, but completing the battle system and all the changes will take a significant amount of time.
Personally speaking, I don't think the actual eventing isn't going to take that long, but completing the battle system and all the changes will take a significant amount of time.
Enhanced Battle Commands
The commands for transformed characters will remain the same. As in, they won't have their normal commands. They will only have the commands granted by the transformation.
There will be new formations, and they have a deeper effect on battles, similar to Breath of Fire III's method of altering stats based on the formation selected. Enemies will target "front row" characters more often with physical attacks, for example.
There will be new formations, and they have a deeper effect on battles, similar to Breath of Fire III's method of altering stats based on the formation selected. Enemies will target "front row" characters more often with physical attacks, for example.
Breath of Fire II: The Fated Child (XP)
Only one of them is an attack command (and it needs to be earned through the story), so it should be fine. Eh, might as well do that blog now, since I spilled the beans already, eh?
Breath of Fire II: The Fated Child (XP)
Nope, not dead.
I just don't post a lot of the updates on this project here anymore, that's all.
We've reached a point, though, where some careful script planning and execution needs to take place before we can really continue full-steam ahead. We may possibly be looking to hire some new team members (and when I say hire, I mean actually pay them; too many skilled scripters aren't compensated for their work).
For the curious, we've spent some time recently completing the world map (with one addition for the bonus dungeon). The game events are playable up until Capitan's sewer mission, and we've gone ahead and enhanced some of the character battle commands (Bow can now use a Steal command along with his Kill Shot command, for example).
New commands include Steal (Bow), Protect (Rand), and Flora (Spar). The next time I post an update blog here on RMN (whenever that is), I will detail what all of these new commands do. No character has had any of their previous commands removed, mind you.
I just don't post a lot of the updates on this project here anymore, that's all.
We've reached a point, though, where some careful script planning and execution needs to take place before we can really continue full-steam ahead. We may possibly be looking to hire some new team members (and when I say hire, I mean actually pay them; too many skilled scripters aren't compensated for their work).
For the curious, we've spent some time recently completing the world map (with one addition for the bonus dungeon). The game events are playable up until Capitan's sewer mission, and we've gone ahead and enhanced some of the character battle commands (Bow can now use a Steal command along with his Kill Shot command, for example).
New commands include Steal (Bow), Protect (Rand), and Flora (Spar). The next time I post an update blog here on RMN (whenever that is), I will detail what all of these new commands do. No character has had any of their previous commands removed, mind you.
RPG Maker VX Ace
Hmmm... by allowing unimited tiles, I may have to try this out when the English release happens. Loving the changes to the menu functions as well.
BPMinimap.png
BPMinimap.png
1) Too many areas to enter for a minimap so small.
2) Add a "press x to view full-screen" option or something.
2) Add a "press x to view full-screen" option or something.
Final Fantasy Essence
I don't believe in releasing demos for this reason. I try to make a more complete game, then let the hounds loose on it to determine what can be polished and fixed.
The next demo details
Focus on fixing the large number of dialogue errors before continuing, please. Almost all of the ones I reported in my beta test (and there were dozens, IIRC) remained in the latest demo release.
I also think it would benefit all players if you updated the Essence system menu to show what spells or techs a character will learn if they progress an Essence to it's next level. Right now, I am saving before I upgrade anything, and reloading if I don't like what I get.
I also think it would benefit all players if you updated the Essence system menu to show what spells or techs a character will learn if they progress an Essence to it's next level. Right now, I am saving before I upgrade anything, and reloading if I don't like what I get.













